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Yue Guan

Publications and source records attributed to Yue Guan.

At least 19 recordsLinked to original sources

Argus: Orchestrating Cross-Layer GPU Performance Measurements around Semantic Regions

GPU developers and automated optimizers need performance evidence for semantic code regions--such as neural-network operator implementations and pipeline stages--but this evidence is fragmented across profiling tools. Answering a region-level question can require manually constructing probes and program variants, isolating interfering measurements, and mapping evidence to regions and execution contexts. We present Argus, a region-centric measurement planner and runtime that automates this workflow. Clients identify regions with boundary markers and select signals and execution scopes. Argus preserves region identity across compilation, execution, and measurement variants, constructs interference-aware multi-run plans, and orchestrates transformations and profiling across backends. It joins compiler-, hardware-, and system-level evidence using region identity and dynamic execution context, producing reports that record measurement origins and attribution ambiguity. We evaluate Argus across agentic kernel optimization, persistent megakernel optimization, and cross-level PGO. Across 44 persistent-GEMM and attention configurations, Argus improves 39/44 cases and raises AlphaEvolve's geometric-mean speedup from 5.4% to 8.9%. On a persistent TinyLlama-1.1B decode megakernel, an optimization agent reaches 1.65 ms/token with Argus versus 4.92 ms/token without it, producing a kernel $2.1\times$ faster than PyTorch with CUDA Graphs. Finally, Argus-guided cross-level PGO improves compute--communication overlap, increasing throughput by 7% on average across five multi-GPU settings.

cs.DC

Beyond Parallel Blindness: Information Floors and Model Gaps in Block Drafting

Block drafters propose several tokens in one forward pass, before earlier target tokens are realised. Their rejection mixes two losses: missing within-block path information and imperfect modelling of observable information. Accepted length cannot distinguish them. We separate the two with an information floor, the minimum expected rejection at a specified conditioning order; rejection above this floor is the model gap. Estimating both from target rollouts across four domains, four open-weight targets, and a frontier API target yields three findings. First, the all-parallel floor reaches $0.286$ at the final slot on Qwen3-4B, limiting even the best proposal to $71\%$ per-slot acceptance. Second, one realised token removes $86$--$100\%$ of this floor, a locality also recovered by an independent mutual-information analysis. Third, current drafters remain far above their floors: the final-slot model gap accounts for $43$--$64\%$ of DFlash rejection and $85$--$92\%$ of DSpark's oracle-conditioned rejection. These findings separate the value of short-range conditioning from proposal quality.

cs.LG

Offline Nash Solvers Meet Online Tree Search in Multi-Agent Games on Graphs

Computing Nash equilibrium policies in multi-agent Pursuit-Evasion games (PEG) is challenging due to the exponential growth of the joint state and action spaces with the number of agents. Existing approaches either rely on offline equilibrium approximations, which may lack adaptability during execution, or online planning methods, which suffer from large branching factors. In this work, we propose Primitive-Guided Tree Search (PGTS), a hybrid framework that integrates offline exact Nash equilibrium computation with online tree search: PGTS first solves a collection of smaller, tractable sub-games offline; at deployment, PGTS performs online tree search at each time step, using the optimal sub-game policies and value functions to guide tree expansion and estimate leaf-node values. Extensive experiments on varied graph topologies, including real-world networks, demonstrate that PGTS significantly outperforms state-of-the-art learning and heuristic baselines, while maintaining robust performance against adversaries.

cs.GT

Syncopate: Efficient Multi-GPU AI Kernels via Automatic Chunk-Centric Compute-Communication Overlap

Communication has become a first-order bottleneck in large-scale GPU workloads, and existing distributed compilers address it mainly by overlapping whole compute and communication kernels at the stream level. This coarse granularity incurs extra kernel launches, forces device-wide synchronizations at kernel boundaries, and leaves substantial slack when the slowest tile or kernel stretches the communication tail. We present Syncopate, a compiler and runtime that enables automatic fine-grained overlap inside a single fused kernel. Syncopate introduces a communication chunk abstraction that decouples communication granularity from kernel structure and backend mechanisms, allowing chunk-level plans to be ported from existing distributed compilers, written directly by users, or instantiated from reusable templates. Given a local Triton kernel and a chunk schedule, Syncopate performs transformations to align computation with chunk availability. Implemented as a source-to-source compiler on Triton, Syncopate delivers an average end-to-end speedup of 1.3$\times$ and up to 4.7$\times$ on multi-GPU workloads. Our code is open-sourced at https://github.com/tie-pilot-qxw/syncopate.

cs.DC

SmoothAgent: Efficient Long-Horizon LLM-Based Agent Serving with Lookahead Context Engineering

LLM-based agents execute multi-turn workflows with continuously growing contexts, where LLM calls are interleaved with tool invocations and environment feedback. To maintain model quality, modern agent frameworks rely on context engineering strategies such as offloading, reduction, and isolation to control the context length. However, these strategies introduce significant context transformation overhead: each transformation invalidates existing KV caches and triggers re-prefill, leading to increased time-to-first-token (TTFT). In this paper, we identify that context transformations are segment-decomposable, where the transformation of a prefix is independent of future tokens. This property enables transformations to be executed ahead of time. Based on this insight, we propose a lookahead programming model that allows agent frameworks to express context transformations as asynchronous operations without modifying their execution logic. The runtime proactively executes these transformations and prepares transformed KV caches in advance, enabling direct context replacement without blocking. We further design a lookahead-aware scheduler in LLM serving systems to support these asynchronous requests alongside latency-critical workloads with controlled interference. We implement our approach to support representative context engineering strategies and integrate it into existing agent frameworks and LLM serving systems. Experiments show that our approach effectively eliminates transformation overhead and reduces TTFT by up to 11.9x.

cs.DC

Performance-Driven Environment Abstraction with Multi-Timescale Learning

We study performance-driven environment abstraction for decision-making in large Markov decision processes. Rather than preserving geometric or topological structure, we seek abstractions that directly optimize decision quality. We model abstraction as a controlled approximation obtained by aggregating the state space and enforcing a shared action distribution within each aggregated state. For a fixed partition, we establish a performance guarantee that separates value-function approximation error from the loss introduced by action sharing. Guided by this analysis, we develop a multi-timescale reinforcement learning framework that jointly adapts the policy and a tree-structured environment abstraction. The resulting algorithm refines and coarsens regions of the state space based on Q-value discrepancies, balancing performance against abstraction size and complexity. Empirical results demonstrate substantial state compression, improved sample efficiency, and faster replanning compared to actor-critic baselines.

cs.LG

A container theorem for general digraphs with forbidden subdigraphs

In a seminal work, Kühn, Osthus, Townsend, and Zhao used the hypergraph container method to determine the typical structure of oriented graphs and digraphs avoiding a fixed tournament or cycle. Their main tool, a container theorem for oriented graphs, does not directly extend to all digraphs due to the existence of counterexamples such as the double triangle $DK_3$. In this paper we prove a container theorem for general digraphs under a natural sparsity condition. For the edge-weight parameter $a=2$, this condition permits digraphs with $2$-cycles (density at most $1$) but excludes denser obstructions like $DK_3$; for larger $a$ it allows digraphs with a controlled density of $2$-cycles. As applications, we obtain asymptotic counting results for $H$-free digraphs and describe the typical structure of digraphs avoiding a fixed digraph $H$ satisfying our condition. Our results unify and extend several previous results in the area.

math.CO

FlashCP: Load-Balanced Communication-Efficient Context Parallelism for LLM Training

Context parallelism (CP) is essential for training large-scale, long-context language models, as it partitions sequences to reduce memory overhead. However, existing CP methods suffer from workload imbalance, inefficient kernels, and redundant communication due to static sequence sharding and key-value (KV) tensor communication. We present FlashCP, a load-balanced and communication-efficient framework for CP training. FlashCP introduces a sharding-aware communication mechanism to eliminate redundant KV communication and proposes a novel Whole-Doc sharding strategy that maximizes communication savings while maintaining balanced workloads. To efficiently combine Whole-Doc and Per-Doc sharding, FlashCP further designs a heuristic algorithm to search for near-optimal sharding plans. Extensive experiments show that FlashCP achieves up to 1.63x speedup over state-of-the-art CP frameworks across diverse datasets.

cs.DC

The typical structure of oriented graphs and digraphs with forbidden blow-up of transitive tournaments

For integers \(r\ge 2\), \(t\ge 1\) and a real number \(a\in(3/2,2]\), we study the typical structure of oriented graphs and digraphs that do not contain a blow-up \(T_{r+1}^t\) of a transitive tournament. We prove that almost every \(T_{r+1}^t\)-free oriented graph on n vertices admits an r-partition \(V_1\cup\cdots\cup V_r\) such that each induced subgraph \(G[V_i]\) is \(T_2^t\)-free, and the same holds for almost every \(T_{r+1}^t\)-free digraph.Consequently, the number \(f(n,T_{r+1}^t)\) of labelled \(T_{r+1}^t\)-free oriented graphs satisfies \(f(n,T_{r+1}^t)=|\mathcal{P}_{n,r,t}|(1+o(1))\), where \(\mathcal{P}_{n,r,t}\) is the family of oriented graphs admitting such an r-partition with each part \(T_2^t\)-free; an analogous statement holds for digraphs.When \(t=1\) this recovers the result of K"uhn, Osthus, Townsend and Zhao (2017) that almost all \(T_{r+1}\)-free oriented graphs (resp. digraphs) are r-partite, thereby confirming a generalised form of Cherlin's conjecture. Our proof combines the hypergraph container method, a weighted Erdős-Stone theorem, and a stability analysis for near-extremal \(T_{r+1}^t\)-free digraphs.

math.CO

Linear Programming Approach to Deceptive Path Planning Game with Goal Selection

In adversarial settings, a mobile agent may strategically plan its motion to influence an opponent's inference about its intended goal. We study deceptive path planning in a scenario where a mobile agent aims to reach a privately selected goal while an adversarial observer allocates limited defensive resources based on the observed trajectory. Unlike classical path-planning and goal-recognition approaches that model observers as passive inference process, our game-theoretic formulation models them as strategic decision-makers. For the resulting dynamic asymmetric-information game, we develop an efficient solution method that combines a linear programming formulation with the Double Oracle algorithm. To evaluate performance, we introduce metrics that quantify both the risk and the effectiveness of deception and provide illustrative numerical examples.

eess.SY

TLX: Hardware-Native, Evolvable MIMW GPU Compiler for Large-scale Production Environments

Modern GPUs increasingly rely on specialized hardware units and asynchronous coordination mechanisms, so performance depends on orchestrating data movement, tensor-core computation, and synchronization rather than exposing more thread-level parallelism. This creates a programming-model tension: if too much execution structure is hidden, the compiler must catch up to new hardware mechanisms; if too much is exposed, the burden of orchestration falls back onto the programmer. We present TLX (Triton Low-level Language Extensions), built around MIMW (Multi-Instruction, Multi-Warp), which expresses orchestration at warp-group granularity while preserving Triton's productive blocked programming model for regular computation. TLX realizes this idea as an embedded extension to Triton, exposing explicit interfaces for multi-warp execution, local-memory orchestration, asynchronous operations, and cluster-aware control. Our evaluation shows that TLX supports substantial customization with limited development effort while remaining competitive with state-of-the-art implementations. TLX-authored kernels have been deployed in large-scale training and inference production systems. Our code is open sourced at https://github.com/facebookexperimental/triton.

cs.AR

Patterns behind Chaos: Forecasting Data Movement for Efficient Large-Scale MoE LLM Inference

Large-scale Mixture of Experts (MoE) Large Language Models (LLMs) have recently become the frontier open-weight models, achieving remarkable model capability similar to proprietary ones. But their random expert selection mechanism introduces significant data movement overhead that becomes the dominant bottleneck in multi-unit LLM serving systems. To understand the patterns underlying this data movement, we conduct comprehensive data-movement-centric profiling across four state-of-the-art large-scale MoE models released in 2025 (200B-1000B) using over 24,000 requests spanning diverse workloads. We perform systematic analysis from both temporal and spatial perspectives and distill six key insights to guide the design of diverse serving systems. We verify these insights on both future wafer-scale GPU architectures and existing GPU systems. On wafer-scale GPUs, lightweight architectural modifications guided by our insights yield a 6.6$\times$ average speedup across four 200B--1000B models. On existing GPU systems, our insights drive the design of a prefill-aware expert placement algorithm that achieves up to 1.25$\times$ speedup on MoE computation. Our work presents the first comprehensive data-centric analysis of large-scale MoE models together with a concrete design study applying the learned lessons. Our profiling traces are publicly available at \href{https://huggingface.co/datasets/core12345/MoE_expert_selection_trace}{\textcolor{blue}{https://huggingface.co/datasets/core12345/MoE\_expert\_selection\_trace}}.

cs.DC

FlashEvolve: Accelerating Agent Self-Evolution with Asynchronous Stage Orchestration

LLM-based evolution has emerged as a promising way to improve agents by refining non-parametric artifacts, but its wall-clock cost remains a major bottleneck. We identify that this cost comes from synchronized stage execution and imbalance inside each LLM-heavy stage. We present FlashEvolve, an efficient framework that replaces synchronized execution with asynchronous workers and queues, allowing different stages and steps to overlap. To handle data staleness introduced by asynchrony, FlashEvolve tracks artifact versions and applies different policies to update, discard, or patch stale artifacts. Unlike weight-space staleness in asynchronous RL, language-space staleness is inspectable and repairable: a stale artifact is not just delayed work, but readable evidence that the LLM can reflect on, revise, and turn into useful evolution signal. FlashEvolve further improves throughput and token efficiency with speculative stage completion and adaptive workflow control. On GEPA workloads, FlashEvolve improves proposal throughput by $3.5\times$ on local vLLM and $4.9\times$ on API serving over synchronous GEPA. The same design also applies to ACE and Meta-Harness.

cs.LG

Asymmetric-Information Resource Allocation Games: An LP Approach to Purposeful Deception

In this work, we introduce the Deceptive Resource Allocation Game (DRAG), which studies purposeful deception within a Bayesian game framework. In DRAG, a Defender allocates resources across the true asset and several decoys to influence an Attacker's beliefs and actions, with the goal of diverting the Attacker away from the true asset. We seek to characterize purposeful deception, whereby the Defender deceives only when doing so improves its performance. To this end, we solve for the Perfect Bayesian Nash Equilibrium (PBNE) of the corresponding game. We show that, despite the coupled belief-policy interdependence, the problem admits an efficient, non-iterative linear programming formulation. Numerical results demonstrate that the resulting policies naturally balance effective allocation and belief manipulation, giving rise to purposeful and emergent deceptive behaviors.

cs.GT

JigsawRL: Assembling RL Pipelines for Efficient LLM Post-Training

We present JigsawRL, a cost-efficient framework that explores Pipeline Multiplexing as a new dimension of RL parallelism. JigsawRL decomposes each pipeline into a Sub-Stage Graph that exposes the intra-stage and inter-worker imbalance hidden by stage-level systems. On this abstraction, JigsawRL resolves multiplexing interference through dynamic resource allocation, eliminates fragmented utilization by migrating long-tail rollouts across workers, and formulates their coordination as a graph scheduling problem solved with a look-ahead heuristic. On 4-64 H100/A100 GPUs across different agentic RL pipelines and models, JigsawRL achieves up to 1.85x throughput over Verl on synchronous RL, 1.54x over StreamRL and AReaL on asynchronous RL, and supports heterogeneous pipelines with moderate latency trade-off.

cs.LG

Nonlinear Stochastic Density Steering via Gaussian Mixture Schrodinger Bridges and Multiple Linearizations

The paper studies the optimal density steering problem for nonlinear continuous-time stochastic systems. To accurately capture nonlinear dynamics in high-uncertainty regions that deviate significantly from a nominal linearization point, we introduce the concept of Multiple Distribution-to-Distribution Linearization. The proposed approach first approximates the boundary distributions using Gaussian Mixture Models (GMMs), and decomposes the original nonlinear problem into a collection of Gaussian-to-Gaussian Optimal Covariance Steering (OCS) subproblems between pairs of mixture components. Each elementary OCS problem is solved via local linearization around the mean trajectory connecting the corresponding initial and terminal Gaussian components. The resulting elementary policies are then combined according to their associated conditional densities. We prove that the proposed multi-linearization approach yields tighter approximation error bounds than single-linearization for a broad class of problems. The effectiveness of the approach is demonstrated through numerical experiments on an Earth-to-Mars orbit transfer scenario.

eess.SY

Dynamic Adversarial Resource Allocation: the dDAB Game

This work introduces the dynamic Defender-Attacker Blotto (dDAB) game, extending the classical static Blotto game to a dynamic resource allocation setting over graphs. In the dDAB game, a defender is required to maintain numerical superiority against attacker resources across a set of key nodes in a connected graph. The engagement unfolds as a discrete-time game, where each player reallocates its resources in turn, with resources allowed to move at most one hop per time step. The primary goal is to determine the necessary and sufficient amount of defender resources required to guarantee sustained defense, along with the corresponding strategies. To address the central challenge arising from graph-constrained resource reallocation, we conduct a reachability analysis, starting with simplified settings where attacker resources act as a single cohesive group. We then extend the framework to allow attacker resources to split and merge arbitrarily, and construct defender strategies using superposition principles. A set-based dynamic programming algorithm is developed to compute the optimal strategies, as well as the minimum amount of defender resources to ensure successful defense. The effectiveness of our approach is demonstrated through numerical simulations and hardware experiments on the Georgia Tech Robotarium platform.

cs.MA

Strategic Concealment of Environment Representations in Competitive Games

This paper investigates the strategic concealment of environment representations used by players in competitive games. We consider a defense scenario in which one player (the Defender) seeks to infer and exploit the representation used by the other player (the Attacker). The interaction between the two players is modeled as a Bayesian game: the Defender infers the Attacker's representation from its trajectory and places barriers to obstruct the Attacker's path towards its goal, while the Attacker obfuscates its representation type to mislead the Defender. We solve for the Perfect Bayesian Nash Equilibrium via a bilinear program that integrates Bayesian inference, strategic planning, and belief manipulation. Simulations show that purposeful concealment naturally emerges: the Attacker randomizes its trajectory to manipulate the Defender's belief, inducing suboptimal barrier selections and thereby gaining a strategic advantage.

cs.MA